Player Character Prototyping
Male African Character

Male African Character

Male African Character

Male African Character

Female African Character

Female African Character

Male Caucasian Character

Male Caucasian Character

Female Indian Character

Female Indian Character

Male Indian Character

Male Indian Character

Player Character Prototyping

A couple of NPCs I worked on for an unannounced project. My goal was to figure out a way to generate a minimum number of face high res model/normal maps that could provide a variety of customizable options for characters in game. In this case, the realtime meshes are generated with our face archetype morph targets in maya and retain the exact same topology. I created sculpts of different degrees of "boniness" and "fleshiness" for regions of the face on separate zbrush layers and combined em to generate normal maps that cover different races and facial structures. I focused on a few features that would offer the most bang of the buck: bony structure around the eye socket, the nose, the vermilion border, etc. The skin color maps are dialed within UE from our material system prototyped by Jesse Irvin. Hair and facial hair are adapted from assets created by Karen Ruiz. All armor parts are created by Gabe Garrison.

More artwork